3rd Level Complete - MaJunior (Verin)

Aug 24, 2022 9:17 pm
@MaJunior

Your parentage is, of course, a large piece of who you are, so we'll start there. We need to chose a race (or a pair of half-races) for each of your parents. Choose within these options: Aasimar, Avian, Dwarven, Dragonborn, Elven, Gnoll, Gnome, Goblin, Halfling, Human, Kobold, Orc, Tiefling.
Aug 24, 2022 10:42 pm
Human (Father)/Tiefling (Mother) parents.
Last edited August 24, 2022 10:43 pm
Aug 25, 2022 4:18 pm
Human/Tiefling Heritage
Average Life Expectancy: 105
Size: Medium
Height: 57 + 1d10 + 1d8
Darkvision: If you are sighted, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Relentless Endurance: When your health pool is emptied but you are not killed outright, you can retain 1 drop instead. You can’t use this feature again until you finish a long rest.
Aug 25, 2022 4:25 pm
Works for me!
Aug 25, 2022 6:08 pm
Sorry, I meant to also ask the next question!

Morgrave University is a... lesser school in terms of reputation (and expense!). Why did you end up here? Was it a matter of money, a matter of not fitting in elsewhere (either because of a defect or lack of standing), or were you drawn by the numerous expeditions they undertake to Xen'drik?
Aug 25, 2022 6:28 pm
My Mom and Pa both worked hard. Pa labored, and Mom... well, she certainly worked hard in her own right. They weren't rich, so I have to make my own future.

Education is nice, it can help you get rich... but education, by itself, doesn't make you rich. That's where the ruins come into play. I should be able to learn enough at Morgrave to keep myself alive while I get enough treasure to let Mom and Pa retire, and with any luck I'll be able to retire early myself.
Aug 26, 2022 4:18 am
Which major do you feel will help you grab (or perhaps create?) that treasure that you want to get your hands on? Choose one: Alchemy, Theology, Paramagery (think paralegal), Smithing, Arbitration, Drama (Acting), Market Finance, Geology, Music/Oratory, General Research, Theoretical Design
Aug 26, 2022 7:19 am
General research is the plan... dangerous ruins take a breadth of knowledge, after all.

That said, any extra physical studies I can take I will... desk jockeys don't navigate physically demanding environments well.
Aug 26, 2022 4:03 pm
Savant
Ability Increase: +1 Intelligence, +1 Wisdom/Presence
Saving Checks: You are proficient in Intelligence and Wisdom saving checks.
Skill Proficiencies: You are proficient in five skills of your choice.
Languages: You are fluent in four languages of your choice.
Equipment:
-- either leather armor or a simple weapon with which you are proficient
-- a scholar’s pack
-- a set of common clothes
-- an empty journal
-- a belt pouch containing money. You have a starting wealth score of 1.
Aug 26, 2022 4:05 pm
Now, your researches led you through beginner classes all over the university, and you were especially helped by something that either you brought from home or something that was given to you by an especially kindly professor. What was it? Choose one:
-- A dented, beat-up multicolored breastplate, lines with Primordial runes.
-- A dusty old tome filled with writing in a strange hand that has so far been indecipherable to you.
-- A harness for your pet, with your name and your pet's name engraved.
-- An old bow that's starting to show its age after decades of neglect.
-- A well-crafted, but scuffed and battered, musical instrument.
-- A thin, ordinary, but perfectly balanced, sharp-pointed sword.
-- An unusually long, sturdy quarterstaff made of a mysterious wood.
-- An ancient, lovingly-crafted sword with your family name etched into the crossguard.
Aug 26, 2022 4:14 pm
I brought a thin, ordinary, but perfectly balanced, sharp-pointed sword. My folks worked hard to afford it, and it means a lot to me. The ruins won't give up treasures untold without a fight... so they can bring it on.
Aug 26, 2022 5:46 pm
Rapier of Swashbuckling
This thin, sharp-pointed sword looks ordinary, but it is perfectly balanced.
Proficiencies: If you choose the Rapier of Swashbuckling as your heirloom, you gain proficiency in the Acrobatics skill, with water vehicles, and with daggers, hand crossbows, shortswords, and rapiers.
Seemingly Mundane: This reach weapon inflicts 1d8 piercing damage on a hit. You use your choice of your Strength or Agility for the attack and damage rolls.
Aug 26, 2022 5:47 pm
Which describes you better?
-- Scrappy: You've learned how to handle yourself in fights.
-- Preternatural: You're learned in things beyond the mundane.
Aug 26, 2022 6:10 pm
I'm absolutely a scrappy little spitfire.
Aug 26, 2022 6:14 pm
Scrappy
1st-step feature
Prerequisite: none
Health Pool: d8 (8)
Your weapon attacks score a critical hit on a roll of 19 or 20, and you gain proficiency with simple weapons and light armor.
Proficiency Bonus. Your proficiency bonus is +2.


And that's all the options. Let's put them all together. If you want to just create an empty sheet for the game, I can stuck everything in there and we can review it, or you can throw it together and let me know if anything seems wrong.

For your abilities, you've gotten a few increases up there, but here's how we do the starting values.

Each character has six abilities (these are really just the six from D&D but partially renamed for some reason):
-- Strength is physical power
-- Agility is aim and nimbleness
-- Health is endurance and fitness
-- Intelligence is reasoning and memory
-- Wisdom is perception and insight
-- Presence is force of personality

Assign the following scores to these abilities: +2, +2, +1, +1, +0, -1. After you assign them you can adjust one by -1 (as long as it isn't the one that's already -1) to adjust another by +1. For instance, +3, +2, +1, +1, -1, -1 is valid, as is +2, +1, +1, +1, +0, +0, but +3, +2, +1, +1, +0, -2 is not.

If you're used to standard D&D scores, you'll recognize these better as the modifiers for the abilities, but this system shortcuts straight to the mods.
Aug 26, 2022 6:16 pm
p.s. there is no sheet for this system yet, so a custom one is fine, or you can use the 5e sheet. THe only change you'll need to make is that the scores will need to be fiddled with until they match the modifiers you should have.
Aug 26, 2022 6:29 pm
Sounds good... I can get everything on a 5e sheet tonight or tomorrow. As for the modifiers...

-1, +2(+1), +1(-1), +1, +2, +0

Then +1 to Intelligence, and +1 to Wisdom

So the final result should be...

-1, +3, +0, +2, +3, +0

But please, double check my math. I always like a second set of eyes.

Odd question, but how does buying extra gear work? Or should we skip that for now?
Aug 26, 2022 6:52 pm
We'll get to that after we're in game, but basicaly, every item has a wealth cost attahed to it., If you have a wealth score that's higher, you can get it, If it's the same, you can get it but your score drops by one, and if it's higher, you can't afford it.
Aug 26, 2022 6:56 pm
Sounds good. I feel like I may need some things before I start galavanting about some ruins. lol

Going to roll my height while I'm here...

Looks like 6 feet exactly. Hm...
Last edited August 26, 2022 6:58 pm

Rolls

Height pt.1 - (1d10)

(10) = 10

Height pt.2 - (1d8)

(5) = 5

Aug 26, 2022 7:01 pm
YOu can also choose between the min and max for height manually.

For age, choose between 18 and 26 (1/4 of your life expectancy).
Aug 26, 2022 7:13 pm
also, for your records, that is a rapier, it is a finesse weapon like a normal rapier.
Aug 26, 2022 7:17 pm
Noted on both counts, thank you.
Aug 28, 2022 1:48 am
Hope I did that right!
Verin Moore
Aug 28, 2022 7:38 pm
You'll have to submit it to the game or make it public before I can see it. You can do the former on the game details page linked at the bottom of this page.
Aug 28, 2022 9:08 pm
Ok. Now I think I got it figured out.

By the by, as far as languages go Common is still a freebie and the four from Savant don't need to include it, correct?
Nov 7, 2022 10:13 pm
You gain:

Chivalrous: You have advantage on Persuasion checks as long as the rapier is on your person.

In addition, your recent experiences have given you an added outlook on life. Choose GRITTY or MILITANT:
Gritty: +1d8 or 5 HP. In addition to your regular action, you can take one additional action on each of your turns in combat. This action can be used only to take the Dash, Hide, or Withdraw action. Also, while you are wearing no armor and not wielding a shield, you gain the following benefits:
-- Your defense bonus is equal to your Agility + your Intelligence or Wisdom (your choice).
-- You can use Agility instead of Strength for the attack and damage checks of your unarmed strikes, shortswords, and any simple reach weapons that don’t have the two-handed or heavy property.
-- You can roll a d4 in place of the normal damage of your unarmed strike.
Militant: +1d10 or 6 HP. You gain proficiency with martial weapons, medium armor, and shields. In addition, you gain your choice of either a +2 bonus to attack rolls you make with ranged weapons or a +2 bonus to damage rolls with reach weapons.
Nov 7, 2022 11:23 pm
Ok I have to ask... is the list of weapons the same as the standard 5e PHB? I see reach weapons coming up a lot, and there were not many by the book... especially without the two handed or heavy properties.
Nov 9, 2022 7:13 pm
That is a thing I had not realized at first, but reach is what this system calls melee. I will note that in the discord as well. Otherwise, yes, the weapons list is pretty much the same.
Nov 9, 2022 9:02 pm
Ok... I thought by "reach" it was limited to like... halberds and glaives, and I felt that was oddly specific. Lol

Verin will take Militant, with a +2 to damage on reach (melee) weapons. As for HP... let's risk it.

Edit: FFS. Can I take the 6 after all? Lol
Last edited November 9, 2022 9:03 pm

Rolls

HP - (1d10)

(1) = 1

Nov 14, 2022 3:48 pm
This time, yes. (although it should have added in your CON mod too)
Nov 14, 2022 5:23 pm
Well, it's a 0, so... 🤷 lol
Jun 7, 2023 7:17 am
Verin's Rapier of Swashbuckling grants you Duel.

DUEL
Once you take your 3rd step, when wielding the rapier, you gain a +1 bonus to hit on your turn when you attack a creature you inflicted damage on with the same weapon on your turn in the previous round.

Also, choose Resilient or Oathsworn.

RESILIENT
Health Pool: d10 (6)
You gain proficiency with heavy armor. In addition, you have a limited well of stamina that you draw on to protect yourself. When you suffer damage or take the Withdraw action, you can use a reaction to replenish your health pool by a number of drops equal to 1d10 + your steps. Once you use this feature, you must finish a short or long rest before you can use it again.

OATHSWORN
Health Pool: d10 (6)
You gain proficiency with heavy armor. In addition, the strength of your convictions gives you power. You gain two 1st-level spell slots and learn one 1st-level spell. Choose from among Intelligence, Wisdom, or Presence. This is your spellcasting ability.

In addition, choose between radiant or necrotic. When you hit a creature with a reach weapon attack, you can expend one spell slot to inflict your chosen damage type to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Jun 7, 2023 2:33 pm
Let's go oathsworn. I kinda dig the concept that she is so determined to make money for her family she draws power from it.

6HP, I'll say... necrotic damage (seems a better fit than radiant).

I get one whole spell... better make it a good one. Lol
Jun 15, 2023 2:29 pm
Since you're just now learning spells you'll need to pick a spell school. Martial and Grave spells seem to be a natural fit for you, so I'd recommend choosing from those, but if none of these work, we can look at other options.

GRAVE
1st Level
Bane
Detect Evil and Good
Detect Magic
Enrapture
Faerie Fire
False Life
Fog Cloud
Hellish Rebuke
Hideous Laughter
Inflict Wounds
Protection from Evil and Good
Silent Image
Unseen Servant

MARTIAL
1st Level
Bless
Burning Hands
Command
Divine Favor
Expeditious Retreat
Fog Cloud
Healing Word
Heroism
Mage Armor
Magic Missile
Shield
Thunderwave
Jun 15, 2023 2:35 pm
Martial works, and while I think healing would be good... I think I'm starting with the Shield spell.
Jun 15, 2023 9:51 pm
Btw, did I miss getting you on Discord, or do you prefer not to use it?
Jun 15, 2023 9:53 pm
I've never used it.
Jun 20, 2023 3:10 pm
okay no problem! I thought I remembered that but I can't really trust my memory.

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